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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|招呼Ta 关注Ta
<>这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>' D- V. Y0 T: o: P. j
<>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>7 U" p5 n1 w' h2 W7 z, p) P. ^8 M
<>//---------------------------------------------------------------------------</P>
0 Z/ G  h, C' S+ I  [) A<>#include &lt;vcl.h&gt;8 z) w4 _& O+ ~2 I: s
#include &lt;windows.h&gt;    // Header file for windows
3 b. ~& d" _+ ]& Q( P#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library5 T  V- W7 {, m$ F( J/ J: X( \2 Z
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
. v) Z8 r/ R1 j  K#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library6 ^& }* i; t, s9 y5 h: T  t
#pragma hdrstop</P>
0 z* b6 n/ i  r$ d0 h2 o<>//---------------------------------------------------------------------------$ c) D1 G$ d4 Y+ b; T6 @" v
#pragma argsused</P>* l0 {7 T7 H& H) o  |, ?
<>HGLRC hRC = NULL;               // Permanent rendering context1 a$ s9 {, [; k# Q  ]% v1 T6 E
HDC hDC = NULL;                 // Private GDI device context
7 ?0 d0 F$ l8 m8 S# ]$ t+ e0 PHWND hWnd = NULL;               // Holds our window handle
) ~$ I: a7 P& t$ C, `7 u9 FHINSTANCE hInstance = NULL;     // Holds the instance of the application</P>% Z2 m% g) d5 ?# L2 ~/ L/ S8 }, n
<>bool keys[256];                 // Array used for the keyboard routine
: M# J% _& C& b% T% I- vbool active = true;             // Window active flag set to true by default8 V, D5 a" ?7 D; S1 R3 s
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
" }+ |( W7 r/ Y2 u) F4 t8 ]1 N% X$ ?<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
0 b2 Y4 d! X0 W6 K7 p<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
( a" \: k, B3 U8 e  }{% g' W2 E% X, W1 h% u
        if (height == 0)                        // Prevent a divide by zero by8 [, Q# K/ H. [; T5 V8 B
        {
0 b" z8 A' u9 P                height = 1;                     // Making height equal One
$ }+ O$ R8 q  Z* N; Q8 R        }</P>
' y8 d: l, h2 m5 g, \9 _% F4 z<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>) d& n* {+ d! i$ n# G3 E
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
4 d. E! d, U( J* q glLoadIdentity();                       // Reset the projection matrix</P>& b% e' ^* F$ @$ _, T
<> // Calculate the aspect ratio of the window! s% m! Q* k6 N( W8 ]
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>: N' b& O9 L3 {% z. I3 Y& w
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
0 X. Q5 y; s- {9 x5 P5 ? glLoadIdentity();                       // Reset the modelview matrix
( m  v' Z; h; v. C1 I* Z}</P>
: v9 f3 x* n+ i% g+ ?<>int InitGL(GLvoid)      // All setup for OpenGL goes here- ?+ w- i/ B4 w" l2 [! S
{7 P2 @. K, B% D5 y# M% \( t/ x" c1 W
glShadeModel(GL_SMOOTH);                // Enable smooth shading
5 _1 H; N8 _; Y9 c9 ~  G glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background* S) O( H( k7 O1 ~4 \% B+ H
glClearDepth(1.0f);                     // Depth buffer setup
1 Z" w$ N2 f2 Y6 F# w2 Q" ^ glEnable(GL_DEPTH_TEST);                // Enables depth testing. k& o% r# Y" X
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
! l- }8 u1 r0 }- w' l glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations4 Y6 d" D) \: t, I
return true;                            // Initialization went OK
4 N2 t4 k1 ^: t+ E# ?% T; S}</P>
* J1 P4 ^8 X  R0 k<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing6 ?$ e  P' u8 N
{& P% E, v. A6 d6 t4 c  r2 m
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
5 N( i: ?* c6 i5 F2 @1 B glLoadIdentity();       // Reset the current modelview matrix
1 Z% k9 f  S1 C! \# ]# M        + @! q0 Z5 E/ ~6 E. f. i3 F' H# r
return true;            // Everything went OK
" F3 X1 Z& ~! d}</P>
% |% M. q6 v# V2 ?. j7 A<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
& z" D4 p1 b* R3 X" |{. V( x& _2 D* a: Z+ ^- N
if (fullscreen)         // Are we in fullscreen mode?: U1 W% ~8 p) A$ m: ^+ N
{
% d% Y. e, n7 W; v3 W  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop" E% C, j9 q5 f" u! x* Z
  ShowCursor(true);               // Show mouse pointer
' k3 X/ M# G' }! c; ^6 L3 Z9 a }</P>
) Y% b, j3 B) l' @* }( w0 `<> if (hRC)        // Do we have a rendering context?2 F! L5 M! i# d6 W0 O& [/ F/ b! |! z( a% h
{
. W/ U2 L, I4 k3 C* R  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?! t- |" W6 c# A
  {
, U4 E  |. U! G- m5 S3 p2 p$ M   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  |7 A) ]9 m& I3 r7 d/ ^7 |  }</P>1 g# v2 X6 G. C
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?5 c& E" y3 d0 y$ R! ?- @' b+ h& V
  {
4 |) n6 t5 g7 E7 v   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
5 `  q4 _8 f5 n2 }; g$ O9 P; @  }
- B4 D4 [1 j0 \6 Z# B0 L5 w/ z  f  hRC = NULL;             // Set RC to NULL1 t5 I2 J' z3 s  f9 s
}</P>
6 v& |$ i# p0 ]3 ?+ ~<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC( k" |* f6 v( K* }, n  n" X& J% [3 r
{0 }3 n( X: R( G6 s# t  z
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
3 O2 _0 {. V/ l2 s' a- v  hDC = NULL;             // Set DC to NULL; M2 A# W9 _2 ?* a. \' g$ r! L
}</P>+ j6 Z2 ^8 l; {) n+ b: }
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
% p8 @1 w/ P2 n7 j0 r# b {5 @- Y6 s- F8 u: d: k" M3 M. @' ~
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  {. i! b1 y# J' }  F3 U- h  hWnd = NULL;            // Set hWnd to NULL% K' m- |. q, a7 ^# V4 Q! n
}</P>: I/ A$ p+ M( O+ N1 {1 @
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
/ m# t: o% N7 P0 T. Z {( }; _" N% D  Y
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);7 Q2 p" [$ f% |0 K. t' ]
  hInstance = NULL;       // Set hInstance to NULL0 F) r5 j* R: j5 I+ u6 t1 i
}# f- u& A7 [0 Q# ]0 }3 }
}</P>
( n# D3 S0 M# R' d0 T<>/* This Code Creates Our OpenGL Window.  Parameters Are:8 C0 V& E% g* ~/ F+ I
* title   - Title To Appear At The Top Of The Window
' h, q$ g- Y" |. E) F * width   - Width Of The GL Window Or Fullscreen Mode
# L& r0 K& R9 F8 K * height   - Height Of The GL Window Or Fullscreen Mode1 i7 w7 A8 Q, l5 ~4 |/ i7 j
* bits   - Number Of Bits To Use For Color (8/16/24/32)
) n6 ~4 @+ ^% y3 W* ~2 Z3 M * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/1 H, H, B1 a  v' V  D
# \( w$ n; x. s: k2 i& c
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)' m5 K+ R7 U3 K. z, I
{
0 n7 w& n, T. [5 n/ d+ }$ @ GLuint  PixelFormat;  // Holds the results after searching for a match
; |" b6 r, F/ P+ g+ i+ |  R. N; z8 _ WNDCLASS wc;          // Windows class structure
% x# _1 ]! {8 T  p DWORD  dwExStyle;              // Window extended style1 {7 `: {, V% I
DWORD  dwStyle;                // Window style
% O5 T! L8 t7 x5 u. u' H  [. p RECT  WindowRect;             // Grabs rctangle upper left / lower right values6 T- r8 y  m8 f
WindowRect.left = (long)0;              // Set left value to 0
# l9 f  h& l/ I: o9 v- \" z WindowRect.right = (long)width;  // Set right value to requested width
1 ~* Y/ ~% L% P& f WindowRect.top = (long)0;               // Set top value to 0
$ [* C1 R0 j. ^& s5 e; O) J WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
3 W% \, f% }  A( e+ M4 [<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>0 a' z# v, T8 l1 y) ^  J3 |
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
& R; S4 R9 P2 j. i% b1 f8 \ wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window! }2 {4 P- y& @
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages# X$ t2 ~" V/ ]* G+ p
wc.cbClsExtra           = 0;     // No extra window data
4 x0 Y, c+ d& B$ _; T5 o wc.cbWndExtra           = 0;     // No extra window data
! r3 v, Y2 G; z# E% {" a wc.hInstance            = hInstance;    // Set the Instance4 y. a- Z( r5 ~& A' @
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon2 `: w, r2 e( ?8 b: }: J6 Z) E# f
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer8 }  L$ c, e$ A1 {" H  N% s
wc.hbrBackground        = NULL;     // No background required for GL4 }( S8 ^; a0 j5 g, l4 f
wc.lpszMenuName  = NULL;     // We don't want a menu' }" c1 ]5 L* M3 `9 W
wc.lpszClassName = "OpenGL";    // Set the class name</P>
8 C0 @4 j7 u/ C+ T  N! ^<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class& O7 z* A6 \. P: }( v* E1 t' X
{' L( J* g5 ?* s6 J" N9 ?  u; K  E
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>+ l. c7 p1 G$ P
<>  return false;   // Return false
$ J# J6 m! T; Q2 U& G. T- o; T }/ H) E5 h5 P/ |! r) I! e, o* L
( o3 x" a9 }# Q1 f/ o6 T- g
if (fullscreen)         // Attempt fullscreen mode?
/ Q, y: B% U' W( z {
2 i0 p& `& O2 u1 o0 N  DEVMODE dmScreenSettings;                                       // Device mode, u* G$ X& x/ K# [) |+ T  ]
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
) L6 @. J" u  ?: q3 c( t  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure7 U( q4 F5 H& D
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width8 C; p* a3 T# }# V6 a7 a1 u  _/ K
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height3 ?. x$ }9 y7 i
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
8 L3 Y: e2 b2 y) _  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
8 E2 T# `4 L% A- a<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.3 D/ T8 g2 d* \5 ?+ K) w% c7 r: O
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
( H4 D- M0 y. v- \  {
8 _. r" f# A6 P& e6 ^) W   // If the mode fails, offer two options. Quit or use windowed mode.
) ]+ P7 i' Q0 V! ]/ Q# Q0 H: n' U   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)
5 e: j) t0 S/ C   {
% g, s2 [1 _& z# t, |* V! u: F    fullscreen = false;       // Windowed mode selected. Fullscreen = false
  m8 t* B6 e' I% v' y   }
) j/ ~& w7 E$ C9 z9 y' l# g3 D) e, |, ~' ~   else6 w% e) e7 q1 d, u0 f
   {% d* q& u. I# g) @$ N; G
    // Pop up a message box letting user know the program is closing.
! u2 U& m5 C% ]# W. g    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);" A6 w& p8 F* t2 D6 _" w! A8 j
    return false;           // Return false. H; h+ Q8 j" n2 L4 z
   }
8 k3 J( ]8 z9 X& Y9 c  K  }
: b1 w' g! k1 T/ L }</P>
3 p- _! j# n$ [* @- Q/ v% a<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
% G5 A7 J: b  [+ I5 H1 Y {
4 f8 t' t8 \1 A. M  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
) q1 [* k  _9 o& c1 Y  dwStyle = WS_POPUP;  // Windows style/ }' z* a1 r* f/ P, X* u8 s; |
  ShowCursor(false);  // Hide mouse pointer
9 S' w" `5 F4 x( l3 M* U }4 I8 [( d4 ?( N+ v; y, Z
else
4 _$ ?  u+ U$ a  c2 R {* Y- y) q: a0 p0 K/ k' P( r$ ^
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
6 \! v; p+ j( {, z6 x) o  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style2 h3 s9 Q, _" |# ?" |9 \( C
}</P>
2 b, h0 ]4 P4 q<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>1 q; u: L& k1 x5 `; b
<P> // Create the window& X+ _; L! J$ T1 E# Y
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window$ P9 ~. f1 [# F0 P- ]- `
                "OpenGL",    // Class name: X7 W6 c% B5 s% K
  title,     // Window title
' b# R* o! g+ n% F0 D4 L3 f  dwStyle |    // Defined window style& O& _! Z0 r. E) a3 Q( S3 p; D
  WS_CLIPSIBLINGS |   // Required window style4 M4 m* v, V: u. [6 [) e
  WS_CLIPCHILDREN,   // Required window style
8 u- ]/ Q( \& c' v) a/ U; y  0, 0,     // Window position
3 y, W5 m& y5 h5 X  c+ h' |  WindowRect.right-WindowRect.left, // Calculate window width0 }( f" F6 X* B$ t
  WindowRect.bottom-WindowRect.top, // Calculate window height" c- Y% }/ X9 S( J% |7 s0 v
  NULL,     // No parent window5 i! a! X' ~8 d
  NULL,     // No menu
2 k9 V: ]1 E  K: L  hInstance,    // Instance) X5 m! ?4 [* {
  NULL)))     // Dont pass anything to WM_CREATE
1 I; T- Q+ i! L3 s8 A {
6 k2 _/ ~% T' W& C7 |  r8 e. p  KillGLWindow();                         // Reset the display2 s4 `/ T* a, q2 O9 d
  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);) V* G* k* u; W0 B+ b! r
  return false;                           // Return false
4 f7 N6 U  ~) B }</P>( h$ e& z- v% e; g# w2 k- O
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be5 v  O1 q# x! G! T- L  W% [4 ^6 a4 O% N8 O1 Z
{
( S3 E1 Y% d" J3 c! ?3 K  {1 e  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
, M; U; h' B2 }" S" }5 V+ W+ [4 j  1,     // Version number+ Z; O/ q" I" t" h
  PFD_DRAW_TO_WINDOW |   // Format must support window
5 h" @% J$ m% r7 A% G  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
: F7 S9 W& ?& w3 H6 S# A* F; c% {  PFD_DOUBLEBUFFER,   // Must support double buffering
1 J$ Z. H5 Q+ w7 c7 U! w7 y  PFD_TYPE_RGBA,    // Request an RGBA format
5 [: Z; a6 j. _  bits,     // Select our color depth
9 @3 S5 w# M6 I' }  0, 0, 0, 0, 0, 0,   // Color bits ignored/ t9 i: v7 [$ G# Q
  0,     // No alpha buffer9 |' a# z" ^" L2 n% I' B
  0,     // Shift bit ignored0 u4 p' ?6 o. `" w/ {, e* W7 J
  0,     // No accumulation buffer: h( j0 ~4 M6 r3 M- h* J! l
  0, 0, 0, 0,    // Accumulation bits ignored
/ T! o0 R7 o$ ^# b$ \  16,     // 16Bit Z-Buffer (Depth buffer)# w, Q5 Z9 a9 W
  0,     // No stencil buffer% o+ c/ T( C; C! ]: i4 _# C
  0,     // No auxiliary buffer5 a4 ^* S, K, A
  PFD_MAIN_PLANE,    // Main drawing layer
! e+ Z4 U( a& ^* u7 c  0,     // Reserved% ^6 j/ ~/ P# E: ?+ k, D- L: C/ m
  0, 0, 0     // Layer masks ignored5 G1 U# C1 k2 H
};" {# O! t1 a5 }3 G

& X' y: f& Q. g4 u if (!(hDC = GetDC(hWnd)))         // Did we get a device context?4 B0 E* N% R1 w' p; A
{; U# j9 ?5 [* O, e+ u
  KillGLWindow();         // Reset the display' n/ R) h* D8 W2 r5 ]8 l
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
0 _: v, n) x1 b; J# m  return false;           // Return false( p; X; n7 Y& P* j2 T
}</P>
8 |2 F6 f& _. f1 O  G; J( `% l<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
& X8 H. N! h) |% H/ a7 x$ P {9 p* K8 d. d  X- l; E! t
  KillGLWindow();         // Reset the display5 I( J- Y3 W$ d( Q, W) s( H
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);9 @4 V$ L. q! E2 `
  return false;           // Return false
. x1 ]5 t7 h. [2 n1 s+ H* S }</P>  |! `+ J& ^* s
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?9 m! m$ E2 [- [
{  w- ?* }( y) m% g) J, l
  KillGLWindow();         // Reset the display" z9 h, O/ Z5 Z- G8 K; k
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ M. ]2 D' C: }: ^' H: Y9 S9 }  return false;           // Return false
# a! ^2 b) D5 t }</P>
: F& |4 y, D5 k3 S4 S& p$ h" w<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?! Z! w& V! y; ~1 h
{
- b1 Y% z8 Z4 Q' c+ G  KillGLWindow();         // Reset the display8 J3 w+ `$ ?. `* |8 l
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);" T- m- j5 J* n
  return false;           // Return false
. u8 H( r$ k& M1 ~  \% |2 a* x }</P>
6 l8 F. R+ U# q$ u# u<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context) E( p. r1 p+ o  ~
{/ \8 X' V( b) m+ Z! f/ R
  KillGLWindow();         // Reset the display8 e3 b0 d2 G, o9 d7 b
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);4 b8 a7 S, i+ A* B$ t
  return false;           // Return false
3 c: [! R6 t2 ~' G6 |% L: m }</P>/ ^1 P% F9 Q4 b7 j/ |  y3 ~
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window/ e; m0 ^, n8 i9 g; g+ p7 c( G
SetForegroundWindow(hWnd);      // Slightly higher priority
% z/ Q4 y5 `* S" {  h SetFocus(hWnd);                 // Sets keyboard focus to the window: n$ O9 G: x, z! W0 i" d7 {; Y# V
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
. N8 m) O- R) c0 j1 T" E9 N<P> if (!InitGL())                  // Initialize our newly created GL window
! l8 i/ `) X5 ~8 U {* }% m$ u: p4 ]6 P
  KillGLWindow();         // Reset the display& X0 v* P9 Q: K4 x) |8 a! M
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);8 s- p: h- i- C  ^2 X  A
  return false;           // Return false
. A6 _( V# l. J$ G) q }</P>
& T4 [4 x. }) f<P> return true;                    // Success) D; z, {9 C& p
}</P>
9 S6 |. r( Y; j  V( o<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
" a0 d* h: m" ?4 p4 Q5 G                        UINT uMsg,      // Message for this window
5 Y( v& P9 \7 G8 }4 o  a   WPARAM wParam,  // Additional message information
; |! y( X/ O4 N6 o! E& F" A   LPARAM lParam)  // Additional message information
' x7 {6 {5 G* [9 j% {! o{
* E" V0 _, @0 A3 D4 H5 Y/ A+ ~ switch (uMsg)                           // Check for windows messages
! O3 D! p+ ^: \( U( u% }3 [: I {
  k- u6 g. V( t# c  case WM_ACTIVATE:               // Watch for window activate message
5 A2 \# C2 U& i* i+ x! p' `, b  {
  ?6 k# z$ _4 |- e) C# t   if (!HIWORD(wParam))    // Check minimization state
' q4 J, v$ |; J5 e* e4 y5 N4 x- B7 i   {' M: D. I8 H- `
    active = true;  // Program is active
9 b& i/ O* H5 b8 E- Q   }
6 J9 b' M1 d  Z+ `/ ~" |0 f   else
5 |1 O, t- m* @. T9 N. F/ J   {7 s& B; |4 s9 y  {
    active = false; // Program is no longer active
4 C* S0 r' R- J2 d  e- [4 ~0 D3 Y   }</P>; N: d) B+ g4 a" u
<P>   return 0;               // Return to the message loop0 ]9 W% ~# D, t; H
  }</P>$ M: x+ j$ Z' Z1 {: E* F% ]
<P>  case WM_SYSCOMMAND:             // Intercept system commands  i1 b. ^/ I( V0 R
  {
, `+ ^4 _; F3 N! w   switch (wParam)         // Check system calls% k# L5 x8 D+ [' O1 ]9 W/ h
   {! N' e/ Z+ _, t9 K! o/ K0 E: P
    case SC_SCREENSAVE:     // Screensaver trying to start?0 N! e5 a8 V% ]2 k
    case SC_MONITORPOWER: // Monitor trying to enter powersave?5 {+ x! ~* M3 z) h1 f/ a* P
    return 0;       // Prevent from happening
* ^% q/ A6 B( U' F   }0 {& Y8 m, L: B! E, R" T9 s
   break;                  // Exit/ k6 U9 L! P* ^" n4 o  c8 M
  }</P>* l1 C' k8 J: k4 B/ h4 a
<P>  case WM_CLOSE:                  // Did we receive a close message?9 y" X/ P* X, t9 s9 ?
  {
5 P% y* G0 V$ H  O$ m0 `/ W   PostQuitMessage(0);     // Send a quit message
* v1 o( G) Z$ [' X   return 0;               // Jump back, e7 D) d; y3 m5 a: r
  }</P>+ u/ [, [( s: d* A" A: `
<P>  case WM_KEYDOWN:                // Is a key being held down?5 L8 b2 K$ A# C4 v# R0 t
  {
; @' \$ |! r, q   keys[wParam] = true;    // If so, mark it as true# I% o; }7 B" b# f$ i
   return 0;               // Jump back/ s# {- L8 o7 U; V( j
  }</P>
% ]8 F# q# r+ x2 D<P>  case WM_KEYUP:                  // Has a key been released?3 p0 `) H! }, L, a- T' N/ i
  {
" N  U- x$ Q" z- w' H* _* v2 {   keys[wParam] = false;   // If so, mark it as false' L; m, g* [' D& q: x7 K% F
   return 0;               // Jump back
! z& r% x1 j, i; O9 G1 b  }</P>
, Q0 L8 g$ _* q$ b1 R9 V<P>  case WM_SIZE:                   // Resize the OpenGL window
6 \4 U# A3 [' ]" C& z( j' z  {7 \1 T8 Y, X8 P8 K7 w# K
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height  h8 j) ]: c) D2 Y9 D- t
   return 0;               // Jump back3 U' E; ]) l& ~4 n6 u
  }
7 B  k5 I1 U& W& E }</P>
; M$ j" S  f7 H6 G<P> // Pass all unhandled messages to DefWindowProc
: J- w2 f3 F: n$ s) q: Q- D3 q return DefWindowProc(hWnd,uMsg,wParam,lParam);( |/ l& V- C) ~& t, R! O( p" v0 b1 E
}</P>
- `8 p3 O: N% K<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
) U* C0 B0 Q" r" L9 J: L" b7 @, K{' l! q, |# m4 \) P7 @* i7 d* O
        MSG msg;                // Windows message structure# H4 ~% e; s' B0 \% n) x! D
bool done = false;      // bool variable to exit loop</P>2 ]+ U  U7 u) P. v+ K
<P> // Ask the user which screen mode they prefer
$ U. i! K- p8 H  n! i. ^/ G if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)" d. Z# t) c& O/ d1 A6 \( Y
{
6 Q+ _9 O, Y% m* t6 X# }# U  fullscreen = false;       // Windowed mode: ~1 B" D* G! S
}</P>) Y# A, r. Z' i. b, d
<P> // Create our OpenGL window5 ~1 u: J( N8 ]7 U& S2 @. f
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))) P# x/ Q  F0 {- K; [6 n/ d1 l
{  f+ Y. l" e. x4 C
  return 0;               // Quit if window was not created1 h7 B! k; A+ |$ i0 |" P4 x
}</P>
$ B% r+ O" q* Y- z" k4 T; ]5 E<P> while(!done)                    // Loop that runs while done = false
  z& O$ t! s$ e9 ]+ _5 U {; E9 @5 |7 @; s; Y( R
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
8 {/ j) D2 Q. f; ~: z4 i3 L  {
0 J9 n( [8 }, J& m4 M6 F  ~   if (msg.message == WM_QUIT)             // Have we received a quit message?# F  K5 H/ M) ~1 I7 z8 L( o: D. R
   {
- i  y# r. s/ s" ?    done = true;                    // If so done = true
( `& K9 O8 f3 p0 J6 {! M   }4 `$ s  c/ i6 v
   else                                    // If not, deal with window messages
1 P4 J& L4 }9 B. c' |( ]  A2 \, e   {
; F5 _9 L. m# o( T    TranslateMessage(&amp;msg);         // Translate the message
7 G! z9 z- v3 a; Q  t% a    DispatchMessage(&amp;msg);          // Dispatch the message# r4 _# e, f, D& o' d- `! V% ^
   }
4 l' F( V" P9 m  }
0 B% e; G) [" I  else            // If there are no messages9 f% W' N8 e- p  T" H' I
  {$ B" N7 n* E4 I3 |9 h: P4 G
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
7 G1 h8 F9 ~! _. w   if (active)                             // Program active?! R& F2 B8 G, Y6 H1 \1 D8 A+ k
   {
# o- y, G6 O# @- A    if (keys[VK_ESCAPE])            // Was ESC pressed?" N1 m( O8 r% w* ~# U# f
    {
5 [( w/ l& A: \+ {0 Z$ D% P     done = true;            // ESC signalled a quit' @- k3 V: J3 u. a
    }
/ o" z" c. G( z; V6 Y4 x: @3 s2 G    else                            // Not time to quit, Update screen" |6 Y! ?: N3 o: M, n
    {- Y, X' e, O) n" R$ W9 {
     DrawGLScene();          // Draw the scene
* U; E5 T: m6 r6 u0 N5 B. `" l     SwapBuffers(hDC);       // Swap buffers (Double buffering)
  l/ e6 o) V1 i$ V8 f/ L    }. c1 h# H& o# u% ?5 s, R0 H
   }</P>
' O- j7 ]& E& n# g9 N<P>   if (keys[VK_F1])                        // Is F1 being pressed?
$ E  x! c+ I( g  A& [* J   {7 A8 I; p8 D& A6 l1 d6 c/ r! J2 b
    keys[VK_F1] = false;            // If so make key false1 Q) E+ s% b/ r8 _
    KillGLWindow();                 // Kill our current window
, [' ^- n. ]8 @/ h    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
- u+ c  X9 h+ a) q    // Recreate our OpenGL window+ ~1 B( y' I, h) s- ?5 `  n
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))" i  @0 S0 _: J+ A7 W; h
    {: D6 B$ m3 B, E) @6 k
     return 0;               // Quit if window was not created
# s5 N8 n# L. g' v; ]# y+ O+ j    }
% A1 }, G% e% W8 r0 Q8 O   }
* X4 u2 k2 u2 u& F, n  v: G  }3 i8 L( k% K4 F3 o6 @+ e5 g: e
}</P>; x3 L7 h& B) p& b' i# X6 g7 {' c
<P> // Shutdown% J- `' Y  ^" o5 Q9 T2 F9 Z0 C3 A
KillGLWindow();         // Kill the window
7 n& t% o; a. u8 V4 f return (msg.wParam);    // Exit the program
9 o) v6 T7 V) m# w}# ?+ V$ Q" H7 P' J1 R
//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组: 万里江山

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    <>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</P><>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持
    1 f/ K0 e% u. L# S" POpenGL API,使三维世界的"平民化"已成为必然。4 q) E3 V2 x+ v/ [& r
    ----Windows操作系统对OpenGL的支持* K1 ]7 h' O" ~/ G( e$ n
    ----具有Windows编程经验的人都知道,在Windows下用GDI作图必须通过设备上下文(DeviceContext简写DC)调用相应的函数;用OpenGL作图也是类似,OpenGL函数是通过"渲染上下文"(RenderingContext简写RC)完成三维图形的绘制。Windows下的窗口和设备上下文支持"位图格式"(PIXELFORMAT)属性,和RC有着位图结构上的一致。只要在创建RC时与一个DC建立联系(RC也只能通过已经建立了位图格式的DC来创建),OpenGL的函数就可以通过RC对应的DC画到相应的显示设备上。这里还有以下需要注意的方面:/ _8 N' Y+ u, m' x/ \$ q( |  Y# \# [
    ----1.一个线程只能拥有一个渲染上下文(RC),也就是说,用户如果在一个线程内对不同设备作图,只能通过更换与RC对应的DC来完成,而RC在
    / V. D+ W9 D) Q& W- J0 I线程中保持不变。(当然,删除旧的RC后再创建新的是可以的)与此对应,一个RC也只能属于一个线程,不能被不同线程同时共享。! X. U1 W# W) ?9 f
    ----2.设定DC位图格式等于设定了相应的窗口的位图格式,并且DC和窗口的位图格式一旦确定就不能再改变。这一点只能期望以后的Windows版本改进了。  _1 y# `8 {$ a, R
    ----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。$ {* A7 l/ V6 M
    ----4.现在的Windows下的OpenGL版本对OpenGL和GDI在同一个DC上作图有一定的限制。当使用双缓存用OpenGL产生动画时,不能使用GDI函数向该DC作图。: N. S, d" }/ t* G6 P
    ----5.不建议用ANSIC在Windows下编写OpenGL程序。这样的程序虽然具有跨平台的可移植性(比如很多SGI的例子程序),但是它们不能利用Windows操作系统的很多特性,实用价值不大。
    7 F7 `, u$ p8 N6 j</P><>----用VC来编写OpenGL程序3 `7 u, o7 l* T
    / Z  H+ L. c! |: t( L4 r3 ^& w
    ----经过上面的分析,用VC来调用OpenGL作图的方法就很显然了。步骤如下:
    4 W2 \7 A+ D+ _+ d( S4 M" p1 q$ }4 G# |$ t* i
    ----1.先设置显示设备DC的位图格式(PIXELFORMAT)属性。这通过填充一个PIXELFORMATDESCRIPTOR的结构来完成(关于PIXELFORMATDESCRIPTOR中1 u1 T- ~8 D9 T0 W* t' D3 I$ {

    ! W3 Q; j" m8 K各项数据的意义,请参照VC的帮助信息),该结构决定了OpenGL作图的物理设备的属性,比如该结构中的数据项dwFlags中PFD_DOUBLEBUFFER位如果
    & p) y3 e2 o: q: D9 K/ [0 v9 \( N6 R% W3 p+ a9 y8 f7 P+ P$ K
    没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC0 a' p* D" C6 s- G% ?, \
    9 Y- M6 @8 m6 W6 b' \
    就不支持了。所以程序必须先用ChoosePixelFormat来选择DC所支持的与指定位图格式最接近的位图格式,然后用SetPixelFormat设置DC的位图格式
    + c) \4 e' J6 y7 B
    / r% R# X* l: H; a" }" ]3 s  d。
    ) c4 j, p! E! e0 `
    & V% K1 f7 O7 h9 H  r" c----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。
    / }9 Q" k4 h9 }8 W
    . G* P3 u  r, j3 q/ f. i! |----3.调用OpenGL函数作图。由于线程与RC一一对应,OpenGL函数的参数中都不指明本线程RC的句柄(handle)1 K6 w6 a" [6 e7 |$ H2 B& ~

    / ], I1 e! ~( }! ~1 f  _* u4 U----4.作图完毕以后,先通过置当前线程的RC为NULL(::wglMakeCurrent(NULL,NULL);),断开当前线程和该渲染上下文的联系,由此断开与DC的- ?. W  G' n! N3 X: M
    % s0 Z& L* w# t0 y
    联系。此时RC句柄的有效性在微软自己的文档中也没有讲清楚,所以在后面删除RC的时候要先判断以下RC句柄的有效性(
    " `' M, f0 w2 L. N4 a7 Q: k1 q8 s! J+ P5 G1 y
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC3 p- F2 _0 C. A, T
    ; t* \: |; m, w5 s& p8 p  C. b2 S$ l! x
    ----所附程序说明
    1 K0 @% ]. t" I
    : F3 n, U% @7 W! |5 `----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用: a8 ]. A/ ~! D( _, a  y2 @
    ) e1 U1 c1 [, y# R, f
    MFC编OpenGL时需要注意的内容做一个简要的说明:
    2 x: @" v& c7 u- h; N, [. r8 x' v% o1 N' p5 K
    ----1.一旦设定了一个DC的位图格式,该DC所联系的窗口的位图格式随之设定。该窗口若含有子窗口或者有兄弟窗口,这些兄弟/子窗口的位图格式% C# O& U/ ~/ w+ _- W( E
    8 e7 v: K. e' i' }5 A( l5 d+ g
    没有设成与对应RC一致的格式,OpenGL在它们上面作图就容易出错。故而OpenGL作图的窗口必须具有WS_CLIPCHILDREN和WS_CLIPSIBLINGS风格,程5 Q) L7 A  P2 p1 n( d. v
    * D3 M4 V* o* a0 j
    序中在主框窗的构造函数中用LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,NULL,NULL);指定了主窗口的风; v" ^8 }% b" I0 H& i

    ! W# q6 D& \$ N+ o1 n8 M格。8 y$ ?/ T: o, ?9 G/ t$ X" P
    4 K9 w0 Q: D+ I/ y& h0 \" {; A8 T
    ----2.在ANSIC的OpenGL编程中,由auxReshapeFunc定义设置OpenGL视口大小和作图尺寸的回调函数。在MFC中应该由WM_SIZ消息的处理函数来完成
    ( X! s! s! g3 T: o4 U# h- V6 H% F# T  C  j! O1 u8 K
    。在ANSIC的OpenGL编程中,由EauxMainLoop定义作图的回调函数。在MFC中应该由WM_PAINT消息的处理函数来处理。相应的,由OpenGL定义的键盘  X+ e0 g- e0 g0 T/ G/ S# Q( k

    0 Q6 j- b" D# _, Q0 G、鼠标处理函数都应该由相应的Windows处理函数来响应。
    2 j/ Z* \1 j5 ?9 I! Z  [- Y1 `9 ?
    1 _2 @0 O# {) q  o* S----3.OpenGL自己有刷新背景的函数glClear,故而应禁止Windows刷新窗口背景。否则,当窗口需要重画时,Windows会自动先发送WM_ERASEBKGND
    9 K$ D* ?8 d8 o! z6 ?# Z+ w$ C
    ( {0 ]* b  C0 F' C/ y, p  L,而缺省的处理函数使用白色的背景刷。当OpenGL使用的背景颜色不是白色时,作图时有一帧白色的闪烁。这种现象在做动画时特别明显。程序中( }: l& J# K# A( X
    ' |7 e/ a& W3 g7 M) t& w& j0 k
    只需要在WM_ERASEBKGND的消息处理函数中禁止父窗口类的消息处理,简单的返回一个TRUE即可。
    / \1 @  p# g! x5 O& P7 O
    & j* v; u3 F2 J9 F% Z1 |9 f----4.由于OpenGL的跨平台性,它必须用操作系统的调色板。所以如果GL_INDEX_MODE作图时,必须用VC自己定义调色板。不过一般情况下,用, w0 t' T0 m0 ?1 b" Y, Q! M

    # f; s/ ^* t. c- u* lGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    6 [& a% }1 |; n2 \( g: j& F7 Y7 Q
    , T. N6 N/ P* G1 P----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。3 H& z$ I- y1 S
    & M  r8 Y8 L7 f$ y2 P
    ----6.由于OpenGL作图时需要长时间占用DC,所以最好把作图窗口类设成CS_OWNDC。MFC缺省的窗口类风格中没有设这一属性,程序中在主窗口C++" B! n& T2 L+ y- \$ F0 m; S% H
    ; X  A3 A; Z6 w& z0 r
    类的PreCreateWindow方法中自己注册了一个窗口类,除了设定了CS_OWNDC属性以外,还设定了CS_HREDRAW、CS_VREDRAW和CS_SAVEBITS。设定  ^( Z0 x- V$ w
    : P6 |! P& k, l1 }- _7 T0 b: ^
    CS_HREDRAW、CS_VREDRAW是为了让窗口缩放时产生WM_PAINT消息,修正OpenGL视口和作图尺寸;由于OpenGL作图需要很多计算,设定CS_SAVEBITS是' t! w2 m5 }* `2 r5 ]( v) F7 G4 E
    9 P) Z; B" Z0 I9 s
    为了在OpenGL窗口被遮盖后显现出来时,不产生WM_PAINT消息,用内存存储的图象来填充,从而用空间消耗换取计算时间。
    % H+ F3 @# }0 h0 Y% Z) d; R4 o) R, o2 Q+ x" S& Y
    ----7.本程序中没有对OpenGL函数的出错情况作出处理。OpenGL出错后返回错误码,不会抛出异常;而且在某一个函数出错以后,后继函数也一般1 B  \3 m. N! ?$ }* z
    $ G( f4 i# i5 m0 o5 V" f
    不会出现异常,只是返回错误码,一不小心就可能忽略某些错误。而对每一个OpenGL函数都做出错与否的判断比较麻烦,所以编程序时对OpenGL的
    # e% v" [2 K9 M& P: z; B' q4 L  t! d. k6 W4 F9 P! D
    函数应当非常小心。$ T9 V+ s2 e/ @9 l8 ^
    , U/ N: }7 V3 B
    ----参考书籍:
    ( ]9 l6 D) n' w+ I: |- M
    , M! Z+ s) L  H; v& N----《OpenGLProgrammer'sGuide》SGIinc.( A6 n5 ?5 U1 _+ T0 U
    ) z1 \6 @' B" [. S4 \# z
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社2 P0 w) Y& ]  i2 m( o7 P; U

    5 e( ~' x, Q3 ~+ ~' c# r0 n2 n) d----《VisualC++5.0联机帮助》
    : T4 G2 b9 U5 P- ?. w3 ?, `
    " @( g1 H  y6 s+ A) f4 W$ k----附程序:
    . ?) {( e8 R$ r8 Z5 I/ C$ ~0 n$ K# f7 z- @' v
    ----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面
    + U6 M8 F" ^# i
    * N4 r( @0 w3 j将这些文件拷贝过来即可。OpenGL运行不需要注册库信息。在VC的STUDIO中运行程序时,工程文件中必须加入OpenGL.H、glu.h、glaux.h以及
      t9 q( o  \, X4 ]  b
    - C( A3 w7 z8 Z* g' i% C0 a, LOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。/ w6 c) {7 u: Q/ m, L' c

    1 R9 j/ q! m& M2 O3 b% B----主窗口类定义(OpenGLWnd.h):8 @, S  r9 ]+ o+ d& N! o% E
    + ?( A/ n' ?3 y$ d4 U
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70: h/ x3 I* A' Y8 u# i, _$ ?* _
    _11D2_9ACA_48543300E17D__INCLUDED_)
    3 C( i+ w& ]6 _  Q4 M* l- ]#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    % x4 n( d9 [% L  N0 p  \% c_9ACA_48543300E17D__INCLUDED_' j4 w6 b# r/ c, H# D# n% y+ X
    ) b( |  p" y% |! k) b
    #if _MSC_VER &amp;= 1000; A( _8 R6 U4 ]& ^, k
    #pragma once
    * h; h/ r& U2 |2 A9 N: w, y1 K#endif // _MSC_VER &amp;= 1000" o. B, b" p3 I
    ( l" f( c. ]4 M, R
    #include &amp; afxwin.h &amp;& X& y9 r9 w6 E2 r0 `+ ^
    #include "SimpleGLApp.h"2 z( s- Z! E* e% b( u# g
    #include "resource.h"4 F4 K+ I. c. O' r6 W3 w
    // OpenGLWnd.h : header file6 q6 w0 y: s" ~2 ]! V
    //  }# i; P- ?9 Q$ R* C/ _5 l! s7 |
    ///////////////////////////////////////' }6 o# D) `/ Y
    //////////////////////////////////////
    ( X% ?+ R$ f) s8 C$ h* m- l// COpenGLWnd frame
    2 W* h: k) n% ]8 t6 D
    ; t, H! Q+ z; x: e0 K, t$ S* hclass COpenGLWnd : public CFrameWnd; o2 W; M3 o, c, M" M* [
    {, f2 Z" Y+ |* g) O4 e' V; N
    DECLARE_DYNCREATE(COpenGLWnd)  q( ?, T9 c  K- U
    public:1 l$ A" h$ L% T' S
    COpenGLWnd();&amp;&amp;
      [' D, t8 ^; L2 T7 k0 Z// protected constructor used by dynamic creation
    * u" t; u7 N% m8 n% q1 Eprotected:: {* ~% H3 m) S5 G# |
    HGLRC m_hrc;
    6 u& b" l( J; wCClientDC *m_pDC;7 h" {; [( R3 N0 R
    // Attributes7 H# l7 g. W* c# U
    public:
    + y* s$ F8 M& Y; f/ \; |* e3 T- z3 x$ w" ^5 |9 L# S. y
    // Operations
    3 `$ y0 f' c1 Y) R0 ?( J) \7 G  B# {public:9 R+ |1 p) u& N* v! I
    ; s: y- @9 }- ^7 ^
    // Overrides
    / e& K- W; y& D1 o% G. e, V// ClassWizard generated virtual function overrides
    . V+ ^5 [5 l, F, n# N: B* X//{{AFX_VIRTUAL(COpenGLWnd)
    7 ^3 M! i& J9 F4 J2 V( c6 sprotected:
    1 g( T- }! c; I2 Rvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    : X3 m/ l. z3 h: s# a/ T& _' V//}}AFX_VIRTUAL' G. ?+ U  w7 ]% o/ {. R. A0 j

    8 D  F' G- A. R2 n( [8 ]// Implementation
    1 D6 W7 A" u- ?5 d& Vpublic:+ v9 I' u* j; i, Q
    virtual ~COpenGLWnd();" U' Z& I1 b) Q1 Y" Q  ~8 z

    - Z& _% m( z" \$ d3 w; E// Generated message map functions
    + ]0 R4 d9 m2 f. _7 _5 Z; O1 W//{{AFX_MSG(COpenGLWnd)
    ! r" C. t6 q; n) W% O! L- y( Wafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);9 d% Z6 Y1 Q& E! G5 e, [
    afx_msg void OnSize(UINT nType, int cx, int cy);/ P- o/ }  M' [2 I  G
    afx_msg void OnDestroy();3 Q1 u+ K  D+ F/ s# D
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);+ `6 ]& t" K; F9 b+ }
    afx_msg void OnPaint();
    1 s6 K9 z% Q" |! ]% l% Y3 g3 u//}}AFX_MSG
    8 Q- P& I" {- \  X# ^. JDECLARE_MESSAGE_MAP(); ^4 s5 L8 F, M4 @
    };
    ) y* }( B# b" p' ]
    + y5 w$ W. K  Y3 D# L- Z& Y1 @  \% Z///////////////////////////////////////
    9 m" b9 r4 {6 U  t* O8 n: `//////////////////////////////////////
    5 k( Y( G; l, T  P
    / @8 }% f) X: L0 T5 K! d6 K//{{AFX_INSERT_LOCATION}}
    * I) M. u+ s8 W! T7 p// Microsoft Developer Studio will insert 5 K7 Y& q) f% l! }8 X$ S! r
    additional declarations immediately before the previous line.
    ' M* L% U# u/ h" E( F4 ]1 r5 @* u) S: X7 B- x6 m8 Y
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    : R3 F. h% X/ X) s; g0E70_11D2_9ACA_48543300E17D__INCLUDED_)  t4 n9 G2 I. t* B
    主窗口类的实现(OpenGLWnd.cpp):6 f8 M7 M9 Y& j. w
    // OpenGLWnd.cpp : implementation file
    6 N) n1 w; a  }! _) N/ V7 J4 |8 y) |//" s2 W. ]5 F' P/ ^. e% P
    ; ]! Z( P5 w" o
    #include "stdafx.h": U3 \5 i. I. U; t5 \
    #include "OpenGLWnd.h"# {0 o1 k( E# h. }1 I# ^5 U
    #include "SimpleGLApp.h"& A: j& |  g. a1 d) s
    #include "gl\glu.h"
    2 V2 V7 ~  L" {9 ?5 _#include "gl\gl.h") S9 X- g$ Z/ q4 s$ C( T
    #include "gl\glaux.h"
    9 \$ j/ j- P! m7 i& }' l2 B+ m2 ^  s: H2 `+ t  W2 |7 p" |
    #ifdef _DEBUG
    9 J3 V3 p& c% V" e) x; {. k% V$ j#define new DEBUG_NEW
    3 E3 G, q+ g2 b6 X1 \#undef THIS_FILE. e) a! U( L( {. d
    static char THIS_FILE[] = __FILE__;. u. B0 A2 g; l
    #endif1 D: p2 p) i; ~) Y7 x* Z$ `3 W
    ' e; N, L- Q% g/ r
    ///////////////////////////////////////- y5 g( g1 q6 p( V, V' Z7 b
    //////////////////////////////////////
    0 M9 f* l  {" M" M// COpenGLWnd" K2 @. n% j5 J5 g  b$ g
    - F. W$ K! w2 ?, P2 C- w
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    : Q% k& P6 P! J
    & x% r' @* ]3 YCOpenGLWnd::COpenGLWnd()
    ( K9 w3 z. i$ i5 N3 S7 ?{
    ; m/ h, i# ^. R0 K$ f2 C, ?5 Ym_pDC = NULL;
    ( K( c/ a6 y! t1 ym_hrc = 0;
    ) W' g9 y( A* M8 [3 D7 Q6 vLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    0 u) C. s3 T# M; T| WS_CLIPCHILDREN | WS_CLIPSIBLINGS) M. w3 |1 u( p8 G$ B, X
    ,NULL,NULL );
    3 L5 \- e4 D& f' \/ u}
    3 j' D/ Q) O4 d) C) F. e/ @& P. S6 F" c0 _' H
    COpenGLWnd::~COpenGLWnd()
    % {# h( q  O! t1 A- B, @* i{
    ' p& s- [- E4 ]& E  W  D}
    * d) t( J7 Q; _; X. p9 e+ j9 G, i7 c4 x' U9 ^
    # R& G- h/ m) O% k3 \' u; k: |
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)1 [) W1 L) B5 I" U: {
    //{{AFX_MSG_MAP(COpenGLWnd)
    4 X/ i6 g6 D  w. B4 b  U6 c) f! nON_WM_CREATE()0 G( v- f+ [1 l) R( D7 |# M& x
    ON_WM_SIZE()( p( E* p2 H2 _6 V0 c$ J$ |
    ON_WM_DESTROY()
    ( n( y& ^+ z" }5 p) W, ~" J5 `ON_WM_ERASEBKGND()
    4 J- r9 L% d8 e! E: W% O+ W! e! MON_WM_PAINT()
    7 S  C# w) P) c/ v8 A( G//}}AFX_MSG_MAP4 H4 P& \5 E$ g
    END_MESSAGE_MAP()% @* A1 d" o$ \6 |% I

    + }% w# A$ l; \- X$ G* I3 ?& r8 b3 p/ a. I  a* J0 D% @& z) _
    + K5 k4 a0 d, V9 x8 ]0 b9 f
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 6 W$ ]2 _. i) w, F# j& \7 ?3 z
    {
    . z/ ^0 v( B4 Z// TOD Add your specialized& \% h, E9 _0 w7 g4 e% a3 `
    code here and/or call the base class5 o5 ~8 d0 @0 E) r& {0 W+ R- |7 Z
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    - w0 h& Y+ a' x+ }& p% n  {6 oCS_HREDRAW |
    # F/ W! l! L2 V5 O0 B4 g/ ]/ {2 QCS_VREDRAW |: _  A  Z1 N6 i/ X
    CS_SAVEBITS |
    ) Q5 G; P4 X# _2 JCS_NOCLOSE |1 [5 U. c" U# }4 m9 g0 [; z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    ! s, j% F! ^1 r2 U$ f, Q- D8 {,AfxGetApp( )-
    3 l4 s$ w3 w+ M/ `$ ]&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    : O' ^, ?6 ^1 d8 ?2 u5 M8 kAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    " L% J7 a4 m% ?/ z) ?return CFrameWnd:reCreateWindow(cs);$ [6 a5 d0 @& f
    }" _' C$ i. ]- a0 `& a) W7 o

    $ c1 ^+ W2 c9 S" z7 W
    0 w# V, M" s! N/ p1 S7 ?0 Z, rint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) - S0 X" k) c, x; _; ~$ ]( P" N
    {( P# y0 n- [) V/ Q8 e5 k
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    ' W. |- z- a& i) t) jreturn -1;
    : {4 p' k- \3 s9 m+ T6 t  b# H& l2 f
    &amp;&amp;&amp;&amp;int pixelformat;5 L7 ]) N! p4 I# N4 ?( O0 ?& G% t9 O
    , ]0 K9 }* r4 P7 d+ O2 Q2 p
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图" M0 l  ^" z3 V: o
    ASSERT(m_pDC != NULL);1 |4 Q, H0 U7 P- a$ [5 V6 |

    & K$ F. w4 Q( Q. Fstatic PIXELFORMATDESCRIPTOR pfd =
    9 r9 t1 ]8 x3 F- A{
      w6 {  \2 u. X5 D&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值' D1 Q* ]" x: Q; M  P. y
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;1,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//固定值7 l5 |3 O4 O0 j3 }
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window
    ( D2 s# o4 ]' g* o5 _&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    8 k2 P2 ^5 D; A3 p&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_TYPE_RGBA,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// RGBA模式,不用调色板
    & Y6 F" l0 N# h$ A* w" l8 m! @, K&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;16,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//程序在16位色彩下运行
    & w3 s6 C- U8 V- w% i&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored4 ]8 ]7 ~9 h+ S6 j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer" r5 [% a  r$ _' H
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored. X' v) T  g  n" v1 M
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer
    ; T) E5 `; [6 E# L&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// accum bits ignored
    * U4 K2 o6 U/ f+ f5 G. Z4 r&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;32,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// 32-bit z-buffer
    $ Y/ y& F2 i2 G, o  A7 Q& a; W&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer" d+ t7 \/ b1 h1 @9 _9 x: B8 @
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer0 X' j; `. C- L4 B4 P" T5 o3 \
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer
    5 S: m) x7 E* L! S4 \2 U4 p&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    % u9 q# c: T* Q" |5 ~; C&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// layer masks ignored
    / z) n$ @1 f5 Z& \3 @9 w( ?) n&amp;&amp;&amp;&amp;};
    * x7 D  U* |; L) `+ K; F9 P4 |& e( \7 x5 d9 `- t

    " i$ Y- v! d+ Lif ( (pixelformat = ChoosePixelFormat
    2 Y8 M# h6 F* z5 |(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
    ) D% p" K, T3 v' z$ B/ ]! n; L&amp;&amp;&amp;&amp;{
    ) Q- h1 F) _! g* s4 U  ^' c  ~- J$ G& X&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("在该DC上找不到与PFD接近的位图结构");
    0 B9 G. e: D1 O&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;% P2 T% q6 O6 |. m
    &amp;&amp;&amp;&amp;}! Y6 N* F4 v) i' D

    3 L( y1 J9 Y: s6 N' K$ vif (SetPixelFormat(m_pDC- &amp;) v( A  s9 `) d$ L8 i& |
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE), m+ |# s# G. r# d
    &amp;&amp;&amp;&amp;{
    ; Q1 t# b0 O0 o" E) M&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");" t, s* ]+ r. i; H
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    - \" O: ~" _5 ^# r5 ?5 r- `&amp;&amp;&amp;&amp;}) _$ A$ s) b8 B; ?! Y  y
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    ) P$ _9 i( C, l+ w&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    6 p! c; R5 f9 l7 E* {
    2 b1 c& V) ^" \& }&amp;&amp;&amp;&amp;glClearDepth(1.0f);. Z' w, ^) L5 v9 N0 D
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    # l6 L* @! O8 k- S; \: b" B# d
    - x2 ]- t& h5 z# v) e/ G: b( a( a6 B& i, D, X3 U
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);& b  \+ z, U7 x. P( n4 G& `
    &amp;&amp;&amp;&amp;glLoadIdentity();% o) ]+ t1 q9 M) u3 f
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);" o+ z$ j% O% n) c
    ' |4 u+ b* W% }  q, b
    return 0;//OpenGL窗口构造成功
    1 V  ^4 @9 @' h. Q1 k}
    7 Y% P3 u  b+ {( d) Q/ z- ~: K" N* {* M! P0 F6 |, e" v
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    . J* {7 ?5 z2 a{7 t6 H* b; l* u: Q
    CFrameWnd::OnSize(nType, cx, cy);
    7 R1 G+ W3 Z2 Q3 j
    ) g  o3 }9 s$ }9 |% u7 v/ Q# A! H& z// TOD Add your message handler code here) A, v; g0 H/ l7 B) X9 }7 r
    &amp;&amp;&amp;&amp;if(cy &amp; 0)% G' z, z; T* q) S+ l
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    & n% F2 U$ G! o: K; E4 h&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    7 A0 C' T; ?& G&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    + l7 P6 \0 G( b8 z2 u&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();5 S7 g5 K6 R% O0 @
    if (cx &amp; = cy)* W/ W; z- f; @
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,, k! R2 C- f0 g# h& S; Q5 y. `% D
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);/ ]  V4 m& t$ w0 Y- ?/ y
    else
    8 F- h& c9 Z1 A0 y5 rglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,, F5 g9 ]3 V" g) Y8 A) d/ N
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);# E- ]0 R, Q5 m
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    ( j6 p, u, H! D&amp;&amp;&amp;&amp;}6 {6 ]- d8 b4 C8 D' a
    }: @# p# E- |1 k* I* [, f5 z

    - I* u: v" d' q# Z8 k9 M. e) {4 vvoid COpenGLWnd::OnDestroy() 6 e4 p( {, I+ a, ~# R
    {( C& _. g4 I" ^% x1 y" {# w+ @# j

    ; L) A5 ~. F& W3 ^  ]3 R. BCFrameWnd::OnDestroy();$ u9 [% d3 e4 k: L/ G
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);# h9 K- [) n$ Y/ x( k# t
    &amp;&amp;&amp;&amp;if (m_hrc)
    + l( d) R+ f3 @5 A&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ) O* R) \7 ?8 S5 j' A6 ^& K* |if (m_pDC)0 z9 ~" d2 D1 `1 T
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;/ E# W4 e1 |) n
    // TOD Add your message handler code here3 R9 z( O4 r! k2 Y$ w
    }
    ) f# t& m' V0 E( j: m5 e
    ; @& `# }! Y, u) {+ {; sBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) 7 r4 M9 ~  S2 C7 n0 W* D! O
    {
    6 h& [5 G: V* a) Q// TOD Add your message
    % I  b9 h4 h5 s5 o. dhandler code here and/or call default
    % @8 U6 ^# N1 A+ c7 N1 i/ _" ereturn TRUE;
    6 [7 a, k' A0 [7 A//return CFrameWnd::OnEraseBkgnd(pDC);
    0 s! h8 Z( O) }) y8 r: g}& h" r# ?+ b9 N6 Q: n2 f9 D
    5 ^' d: r2 `9 w7 A0 b  s( H
    void COpenGLWnd::OnPaint()
    " x+ S2 \3 z8 z. b9 b  G{2 x; |2 z3 |5 X2 j* s; E
    CPaintDC dc(this); // device context for painting( c  S: o1 s6 X, `* u
    2 h/ [8 o! K+ I+ G
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};, Y$ k$ r) a5 r" A+ N7 j6 s/ b3 W

    6 a; B0 X2 v. s) d: G// TOD Add your message handler code here
    , b$ q, {, o# }' \% D. @! t  o1 N& Q/ n
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    ; F2 Y9 G1 A8 t. O. C5 |1 Z&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    9 X& B  h! i; F- u/ x9 R( ]
    , N/ n# i* ~, G% J&amp;&amp;&amp;&amp;glPushMatrix();
    % S1 }/ U+ u  [" S0 w! \- c  v
    ! z  u7 F# O7 z&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    6 z- ~# d+ v0 @4 [1 E! d. }) R, IglLightfv(GL_LIGHT0,GL_POSITION,light_position);/ e6 P+ X$ g- j/ ^
    glEnable(GL_LIGHTING);0 B: s& j5 C/ `; B# A# L
    glEnable(GL_LIGHT0);
    , {0 K* \5 e! U+ I0 y) p4 R8 LglDepthFunc(GL_LESS);
    ' Z1 o5 W5 r# A0 {3 P& r4 \# eglEnable(GL_DEPTH_TEST);# O( L1 b- K( W# w  W9 t
    auxSolidSphere(1.0);
    ; l5 |" C4 l, D' c* E0 C1 }, v% x: q# b; h
    &amp;&amp;&amp;&amp;glPopMatrix();! J- W& i7 T# M  V0 ~
    4 ^+ s. D- o: |0 ?1 @$ R' p+ b% p
    &amp;&amp;&amp;&amp;glFinish();9 {4 ~. O" N7 {' z% p$ H0 c3 ]7 S
    % {/ R% L5 P1 e# X
    // Do not call CFrameWnd::OnPaint() for painting messages
    ( t. X( ?# c5 J' [  ?  w. F}
    ! p% [3 X" f  E( D+ X3 m应用程序类的定义(SimpleGLApp.h):
    + W* G7 L3 k1 b5 V# R( s7 j#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29! z: v# p2 Q1 \" ^% K1 h( E7 {
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    2 ?5 k! n3 C( e* D. e7 `#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    5 C0 c$ K4 [$ ?- k8 b_11D2_9ACA_48543300E17D__INCLUDED_3 z% ?+ x: _3 u0 H

    8 d0 V( m; F2 [6 ~# a5 ^#if _MSC_VER &amp;= 1000* ?+ k8 [& p6 T& k7 @
    #pragma once
    + W% N+ }) I+ D6 ~6 a! O#endif // _MSC_VER &amp;= 1000
    ' h8 e7 w7 V8 c// SimpleGLApp.h : header file- z8 v# R/ d% E2 v7 O- n0 W
    //
    ' F8 j( n, ?2 l9 J( L#include &amp; afxwin.h &amp;
    1 d' z! d' U1 t$ W3 `. i9 `7 C. G3 M#include "OpenGLWnd.h"/ C# \8 k5 I$ x: L" ?
    #include "resource.h"
    4 z+ ?" l) {# @3 D8 s/ ?) O* G3 W& _7 s
    ///////////////////////////////////////
    ; Q# c7 e1 E" y( P//////////////////////////////////////
    ; A/ Q  M0 _+ R" ]8 m+ [, t// CSimpleGLApp thread
      q9 |/ A5 n/ B
    % x8 T4 k4 D+ y8 yclass CSimpleGLApp : public CWinApp2 l: V0 b; y. f: n. w1 s
    {
    % Q/ N' U/ ]5 k! m( XDECLARE_DYNCREATE(CSimpleGLApp)
    & E! k+ w, E* H7 D8 b: a. Bpublic:9 S* d1 r& M# M2 q
    CSimpleGLApp(); 3 {. ]  U  B, }: A4 b2 b, O
    &amp;&amp;&amp;// protected constructor used by dynamic creation- o3 J5 [5 I' n' W

    7 L; Q6 s( T% S" o6 r1 ~( X1 B/ {// Attributes
    3 ^: g' y7 ~! i; t0 Ipublic:; D) _! f5 G7 e1 b  P

    7 I, Z) W5 Z6 X1 T1 C/ F// Operations( i$ C6 ]# J4 ?) r; e# R8 Z
    public:2 ~) v( [7 T: o2 e% ?+ f7 o
    3 k7 V8 @* x5 U" \" u
    // Overrides& A+ R. }0 |. C0 M" ~& f" s
    // ClassWizard generated virtual function overrides) l  N  V4 z0 y/ i. p9 X
    //{{AFX_VIRTUAL(CSimpleGLApp)
      `% L1 {+ i4 i! S& V- h& cpublic:3 i3 y2 O  o: v1 P
    virtual BOOL InitInstance();- f: Y/ j0 c3 T3 [/ @: {
    virtual int ExitInstance();
    # O/ y( F0 D* ?5 R( T* I: `//}}AFX_VIRTUAL
    - v, `# n7 _) C+ i
    0 U9 u* g) @; {  Q. _+ s// Implementation$ \* ?" G0 ^9 r! F+ l& m
    public:
    3 Q# P8 X! F; h) Z8 h! V1 d. a/ pvirtual ~CSimpleGLApp();
    - b* q* p4 e. j" v4 w5 i  G% @& f9 |' [# _
    // Generated message map functions
    ! N8 W. A' g( N//{{AFX_MSG(CSimpleGLApp)
    4 K/ W8 r, A" S5 Qafx_msg void OnAppExit();
    ! u# d, A& a' W9 T1 v+ L//}}AFX_MSG- |" t- y6 p4 b9 n2 j3 Y

      ^6 d0 Q, f8 r: ZDECLARE_MESSAGE_MAP()
      h8 @3 T* `0 l% Z7 |2 i' `};
    2 G9 w8 z$ i" J9 {& {0 l
    8 s% k$ S* r& `, N8 ?# H///////////////////////////////////////0 |. B1 p7 o0 d& U$ N$ C# g
    //////////////////////////////////////
    - p" m- B7 w' e4 X( o3 \. T, I4 x- L, I' P- S, E: r2 @! C
    //{{AFX_INSERT_LOCATION}}0 c6 Z( `; ^$ L/ w4 r
    // Microsoft Developer Studio will insert
    # {: c$ E6 ~& E, {additional declarations 4 }" y) K; P' ]) `% ^0 ?
    immediately before the previous line.
    : x: f/ S' L" P6 Z( E7 K) j3 y) I! M4 a) ]+ g  v$ h) p! ]
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    $ T4 _  J  u% b3 Z7 c4 p" a" n% G. c0E70_11D2_9ACA_48543300E17D__INCLUDED_)* T$ P( I7 K+ L
    应用程序类的实现(SimpleGLApp.cpp):5 a3 C+ ?7 S, p/ f9 U+ \0 b9 B
    // SimpleGLApp.cpp : implementation file
    " y( s- g+ ], g. L//
    ( o( ~( v& s) ]1 H1 ?) J
    . f- m, Y1 @: w6 G, ]7 p6 G4 I#include "stdafx.h") F. l- }  g: I2 r; i  Q
    #include "SimpleGLApp.h"# \$ D. c6 ^# [+ B( q! H+ g
    #include "OpenGLWnd.h"0 b" p+ O( t+ B

      A- F6 f. S2 r5 |) q4 C0 O) ~#ifdef _DEBUG
    ' s6 W8 h# G" e; @0 F#define new DEBUG_NEW
    - |$ J0 [3 o0 w" r6 _  O# m#undef THIS_FILE/ V: y  E# H" ]: K+ O
    static char THIS_FILE[] = __FILE__;
    1 F' o2 d# M8 O  D4 i* q#endif7 Y4 c$ g5 N- n' Q; g9 Y

    6 `2 I% L6 d2 ^! s7 d( g) J9 f. W///////////////////////////////////////
    : }- o6 B/ }3 K) q5 _: s9 x//////////////////////////////////////& L# Z* _7 T( m% Y) q
    // CSimpleGLApp
    2 |/ G2 r+ g! E3 p* ~* d( Z) l; A. E! Q$ }$ ?0 `# d5 E4 z" B" }
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    5 ~- a+ S" i8 y! T. H4 q
    8 ~" M4 b4 n, ?  _3 c! r4 a- M6 SCSimpleGLApp::CSimpleGLApp()
    8 ~* k1 G% a7 ?; Q{. W: B7 f. p, P6 N7 ]9 w
    }! `1 M5 _9 Z" N2 W/ N8 U
    * z, e1 J& V( [2 u$ m/ o
    CSimpleGLApp::~CSimpleGLApp()
    7 [* d5 D! W' t# A' P4 w{0 k* N( c2 u" G( y/ j3 h0 Z; i
    }  e3 I  _3 {6 l* D7 p# b# q  Y
    2 p. [7 \: ?& E2 L+ X" C/ s
    BOOL CSimpleGLApp::InitInstance()
    ; ~+ c' U( d* ]: M( ~6 a! i. f2 T{
    3 A: y1 p8 p6 g7 B( f+ b4 V7 M// TOD&amp;&amp;perform and per-thread initialization here/ t. U/ {9 Y8 b  i7 B6 |4 Z
    m_pMainWnd = new COpenGLWnd();
    : O* s! r, `$ T  P5 Z  _" b0 i7 |m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    4 [, n$ d: l# ^& d3 Zm_pMainWnd- &amp;UpdateWindow();4 [# c" [* d: {3 U* U
    return TRUE;
    / q* }$ m1 B( _8 n}) n  x  U3 @8 p+ t  Z: `
    $ j/ ^# P  Z; a$ Z% A
    int CSimpleGLApp::ExitInstance()
    / p2 N0 o+ Z, V$ U{
    # V0 H) g& m) Y; T- @& X: mreturn CWinApp::ExitInstance();
    1 i- \% n7 J/ C1 Y0 J2 L  ^- `; H}
    8 U$ G1 `, @$ `! Y4 ?* _7 q2 S3 [' x' `: g0 y6 d
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    ! F/ q; R; ]- [4 P6 i- L: G//{{AFX_MSG_MAP(CSimpleGLApp)
    . I4 T; g! X5 n3 ~ON_COMMAND(ID_APP_EXIT, OnAppExit)
    6 A: L5 P; J) q/ S; W//}}AFX_MSG_MAP$ F, A7 j' q" Z
    END_MESSAGE_MAP()
    " d- @  o' H# [
    % i4 M3 w, L$ v/ I2 `, l///////////////////////////////////////
    : ~3 k/ J# o6 E+ A: W//////////////////////////////////////
    2 g$ Q' S$ E6 g3 Z" F0 E& X// CSimpleGLApp message handlers! r6 N. T- p4 ]9 |2 j" ?- L7 \
    void CSimpleGLApp::OnAppExit() * e: h2 b- \, v' L& T
    {* {% N3 A3 S, w5 Q% @0 t
    // TOD Add your command handler code here& q# [$ \  V) T. M$ R7 o# n  B
    CWinApp::OnAppExit();1 ~  {$ ?, y8 d0 L" B
    }4 B8 s4 J8 c5 _+ N/ b- A2 b& I

    ) [( m  K9 A* q; L! s7 oCSimpleGLApp SimpleGLApp;</P>
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